# Game design overview This folder holds **vision-level** design: what we want players to feel, do, and discover before we lock schemas, APIs, or content pipelines. Use it for brainstorming and alignment; when something is ready to drive implementation, it should gain a path in [`docs/decomposition/`](../decomposition/README.md) or [`docs/plans/`](../plans/). ## Summary Neon Sprawl’s design work here starts from **concrete visions** of mechanics, items, abilities, skills, professions, zones, and related systems. Documents below are added as we write them; each should stay opinionated and specific enough to argue with, without pretending to be a full GDD. ## Artifact index | Document | Focus | Notes | |----------|--------|--------| | *(add rows as files land)* | | | ### Planned topics (stubs) Link new files here when they exist; remove or rewrite this subsection once the table is populated. - **Skills** — progression feel, caps, synergies, failure modes. - **Professions** — identity, fantasy, how they differ from pure skill bundles. - **Zones** — tone, danger, travel, faction or economic role. - **Mechanics** — loops, constraints, what the server vs. client must honor. - **Items** — categories, rarity philosophy, crafting vs. drops. - **Abilities** — inputs, timing, combo with items and skills. ## Related repo docs | Area | Location | |------|----------| | Module / epic breakdown | [`docs/decomposition/`](../decomposition/README.md) | | Implementation plans | [`docs/plans/`](../plans/) | | Architecture | [`docs/architecture/`](../architecture/tech_stack.md) |